I read a fascinating article on using video games as assessment. Here are my thoughts.
Gee, J.P. & Shaffer, D.W. (2010). Looking where the light is bad: video games and the
future of assessment. Edge, 8(1), 3-19. Retrieved from www.pdkintl.org
Brief Summary
In the article, the Gee and Shaffer set forth the idea that current forms of assessment are outdated and encourage only rote learning and memorization. These assessments are driving teachers to have to teach to the test, leaving students vastly unprepared for the complex problems they will need to solve when they are adults in society. Currently, “today’s standardized assessments, coupled with a punitive accountability model, encourage and support a skill-and-drill system of learning that does not lead to problem solving, innovation, or preparation for future learning” (Lee & Shaffer, 2010, p. 18). They call for a total overhaul of the assessment process, looking to video games as inspiration as they are often designed to reach all levels of players, challenge players in entertaining ways, and continually assess players’ performance and track their progress through levels. Having students “play games” to assess them will allow teachers and administrators to track student progress and assess them as they solve complex problems using the types of digital media that are commonly used in many fields. Moreover, using games to assess is good educational practice because “games use actual learning as the basis for assessment: their assessments are built on problem solving and facing challenges” (Lee & Shaffer, 2010, p. 18).
Key Points
When using video games to assess, learning and assessment become tied together rather than existing separate of themselves. This constant intermingling of learning and assessment is not only natural but crucial because “students shouldn’t have to ‘step outside’ for separate assessment events. When diagnostic learning tasks continually assess the development of learners, we get a portrait of problem solving decisions in real time” (Lee & Shaffer, 2010, p. 8). Not only can we see how students are interacting with the material on which they are being assessed, but while playing a game, students are constantly learning, being assessed, and receiving feedback which can increase learning.
In addition, games measure how far a student has come, not how well they did on one test on one day. Lee and Shaffer (2010) point out that
We do not measure growth, only whether a student has passed through the gate, no matter how small or long a trip this was for the child. And we hold teachers accountable in such terms, regardless of the progress their students have made, making judgments only about how many of their students passed through the gate. (p. 8)
This is probably one of the biggest problems with current forms of high stakes or standardized assessment—they only measure performance on one day on one test. A game or computer program can track student progress through the whole process, giving a more accurate picture of when concepts were mastered, which ones took more time, and strengths and weaknesses.
Lee and Shaffer (2010) suggest that 21st century assessment must change what we test by becoming more problem solving oriented, integrate assessment with learning while tracking student progress over time, and change the purpose of assessment (p. 9). In doing so, rather than “sorting students and punishing ‘underperforming’ schools,’ assessment will provide students, administrators, parents, and teachers with feedback they can use to make decisions that support good learning” (Lee & Shaffer, 2010, p. 9) One of the biggest challenges teachers face is what to do with the data and how to use it to guide instruction. As students work through the types of games to which the authors refer, the game itself can track and compile data and develop levels and introduce harder concepts when the student is ready for more learning. New assessments need to focus more on the process of learning and students’ abilities to apply what they’ve learned rather than simply put facts back down on a page.
Also, video games possess characteristics that should be present in all good assessments. They are built around solving problems and the choices that players make using the resources allotted to them when solving those problems. Games assess when players are ready to move on, allowing for more opportunities to differentiate assessment. Games can also gather and track large amounts of information about players and their performance, making it easier for teachers to not only see that students have mastered concepts, but how they have done so. Games also provide built in opportunities for growth and development, opening up new levels and unlocking new tools as students master concepts (Lee & Shaffer, 2010, pp. 10-11) Lee and Shaffer (2010) conclude that “good games achieve good learning because they do not set out, first and foremost, to teach. They set out to assess, and their approach to assessment leads to good teaching and learning” (p. 12) This is completely opposite they way we assess now—first, learn the material and then take an assessment to show knowledge. Rather, using games to assess ties the learning and the assessment together, and the learning comes from assessment—the game has a focus and a final desired outcome and it is designed to get the students there through active interaction.
Using games to assess would be able to include students in a group not normally included during assessments: their peers and professionals from the community. Games can track students’ performance against norms by professionals in similar fields in society to see how close students’ come to optimal performance. This would give valuable feedback as to whether or not students are learning the skills necessary to be successful outside of the classroom. According to Lee & Shaffer (2010), “Using a technique called epistemic network analysis (ENA), we can actually measure the similarities and differences between these ways of thinking” (p. 17).
One of the simplest reasons why assessing through video games is that they are good interest for students. Many students are familiar with gaming or other digital media (Lee & Shaffer, 2010, p. 4). While using games and computer programs certainly should not replace the human interactions that take place in the classroom, they can certainly have a place. Appealing to students’ interests and skills can be very motivating and engaging for them.
Personal Reaction
I found this article fascinating. The world is becoming increasingly digital, and I think that using games and computer programs in schools can be beneficial if used judiciously. I think the thing that appealed to me the most was the ability of students to play these games at their own pace. The possibilities for differentiation are endless, really, as games are controlled by the players. As the player master concepts and moves through levels, their progress can be tracked and they can open more levels of play.
One of the things I think teachers struggle with is finding the time to evaluate and then use results of formative assessments. Games with the ability to track progress, show concepts mastered, and areas of struggle would be a valuable asset to teachers. Using games a as a formative assessment, teachers would be able to see what parts of a unit or lesson they may need to reteach or help students with. The games would also be able to provide great amounts of data that could be useful in evaluating students.
I think that using games as assessment would also put students in very proactive roles with regard to their learning. Rather than passively taking in information and then merely putting it back out onto a test, learning and being assessed through a game puts them in charge of the learning and assessing. They take an active role in the decision making—as they play, the choices they make will directly affect the outcome of the game. I think it would help students truly understand that teachers don’t “give” them grades—the students are the ones doing the work and processing and learning the information.
While I don’t think video games can replace all traditional tests and assessments (variety in anything is good), I think they have a valid place in assessing students. The ability to offer such a wide variety of complex—yet fun—problem solving opportunities that both teach and assess while keeping records of student progress would greatly benefit teachers and students. So many students already love playing these types of games—why not take advantage of that excitement and enthusiasm and use it to get them actively involved in their assessment?
Implications for Teachers
Assessing more complex problem solving will necessitate molding instruction around developing critical thinking skills in students. The types of activities that lend themselves to higher level thinking aren’t always so easily standardized, so I think it would be an adjustment in developing curriculum. Rather than focusing on testing drill and practice information, assessments will measure more complex thought processes, and teachers would need freedom to develop instruction that encourages problem solving.
I think care would need to be taken that putting assessment into a game need not be confused with taking teachers out of instruction and assessment process. Even though students would use games for some assessment, teachers would still need to be present and interact with students when necessary. On a practical level, teachers themselves will need to make sure that they can participate in the game and have a high comfort level with digital gaming. This would require good training and support.
Gaming can provide a more accurate picture of student success—in a era where some districts are contemplating merit pay, it would make more sense to base that pay on how much students have improved over the course of the unit or year rather than how well they did on a test on one day. The authors use the example of two eleventh grade girls entering school. One has had a privilege upbringing with lots of out of school experiences and is on grade level. The other is four years behind. By the end of the year, they are both at the same level, but one student has made up four years of material (Lee & Shaffer, 2010, p. 9). Assessments that can track this progress in the way that a computerized game can would show this massive improvement.
While the idea of using video games as assessment has merit, it is so vastly unlike current assessment. As such, implementing would require a significant paradigm shift with regard to how Americans view assessment and learning. But, and Lee & Shaffer (2010) mention, “the road to better schools starts by making the tests in school more like the games that students are already playing out of school” (p. 19). Teachers would need to have the full support of their administrations and support with how to best explain the education significance of such assessment—that it’s more than just playing a game.